Saturday, March 10, 2018

New TC's by me made, a FEAR one and an Unreal one!

I've been busy making TC's lately... On the Heels of me making my Half-life and Duke3d/Blood/Shadow Warrior crossover TC's, I decided to do several more, doing one per day... 2 Days ago I started work on a Wolf3d TC...  It came out good but not right away...  Lots of ugly textures due to Wolf3d textures not repeating well vertically. I fixed the issues a day later though after redoing the levels and it came out good... I followed suit and Did a Blake Stone TC the next day.. That came out great... I based it on an unfinished Blake Stone TC by someone else and added new enemies, and weapons on top of that, and then made maps using randoom, just like in the Wolf3d TC.


But what I am really psyched about are the 2 TC's I made next.. I first made a very convincing and scary F.E.A.R. tc This FEAR TC makes you play as an ATC mercenary named Agent Morrison who is tasked with taking back some of ATC's data in Fairpoint. They send you in but your chopper crashes and you alone are stranded in  the city.

The TC features creepy atmosphere and ambient sounds plus a creepy soundtrack lifted from Doom 64.  New guns were added to all the new TC's that have secondary fires... But the FEAR tc has some amazing secondaries, such as a shotgun that can fire Explosive Shells, a pistol that can fire Explosive Bullets and a SMG than can do the same thing.  New enemies not seen in FEAR show up such as a jetpack soldier and various new paranormal threats... Alma wade shows up rarely but she can be a real bitch and can attack you and kill you in 1 hit... Existing enemies and guns from FEAR and It's expansions were made using beastiary enemies as a source. They look a lot different but are the same basic enemies and guns... Some enemies are quite cool such as the new Shades/Shadow Creatures and the new Alma, which I had to get sprites from another mod to be able to get Alma in there...

The levels are dark and eerie in the FEAR TC and it is scary as hell to play through, and quite challenging. In level 3 a Missile tank duo killed me, badly. I had wasted my slowmo on a fight before and didn't wait to replenish it and it kicked my ass...

Here are screenshots of the FEAR TC...







On the Heels of the FEAR TC I also made a really cool Unreal TC as well.. This TC is a sequel to Unreal 1 but has a dark plot twist to it. The Skaarj used a chemical weapon to Wipe out the Nali on Napali and due to it they mutated everything on the planet that was alive, including themselves...  You figure this out when you land on there... You try to search for Nali Survivors but at the end you find none... They were completely exterminated by the Mutated Enemies.

Mutated Enemies in the Unreal TC were basically designed to compensate for the fact that none of the normal Unreal enemies even are available in Mods for me to use, so I had to use beastiary enemies. I had to make some kind of story to explain how different they look compared to their normal counterparts in Unreal.

I did manage to get the Unreal Weapons to work in Unreal TC and that was due to a mod someone else made.. This is based on that mod... New guns were added including 2 Unreal Tournament ones... The new enemies in the mod are quite fun... Some are quite hard... The new Mutated Skaarj look way different than their normal versions but act the same. The others are similar looking but only the new Skaarj kind of disappoint me about this TC.... Thanks to Texture work I did this morning I was able to Import new textures from Unreal 1 into Zdoom and that is also what allowed this TC to Exist.

I played map1-11 of the TC and loved the gameplay. It's very fast paced and the new guns with their powerful secondaries seem super overpowered at first but later on you will find that ammo for them is rare and conserving them is important.  I once took down a Mutated Titan with 4 Enforcer Secondary shots. That was a blast.

Screenshots of the Unreal TC...











Stay tuned for More info on New TC's later on people.... The unreal 1 one is my last but I will keep posting stuff for it...

Wednesday, March 7, 2018

First of three new Gzdoom TC's made with randoom is a Half-life one.

Since TUC was finished, I decided to not stop the TC making. Coming up right after TUC was another mod I wanted to do for a long time... A half-life Gzdoom TC. Complete with Half-life 1 and 2 enemies converted to decorate and a whole new arsenal. I had made a TC like this back in 2012 or so and never finished it.  The enemies coding and sprites are from another mod but everything else is from the realm667 bestiary this time. 

This half-life TC is called Half-life Assault. It allows you to play not as Gordon Freeman but Adrian Shepherd, the Protagonist of Half-Life : Opposing Force.  This takes place between Half-life 1 and 2 and Gman awakens Shepherd to ask him to help the rebels, who are losing the seven hours war... Sounds familiar? It should be. There was a HL2 Mod made with a very similar story line called Opposing Force 2. But that was cancelled. I really, and I mean REALLY wanted to play that. But it got canned, so I decided to use part of their story.  However, the similarities end there....

In This Shepherd is tasked with infiltrating the Ruins of Black Mesa to find Eli Vance, by his Daughter, Alyx, who escaped Black mesa without him, at least that's what Shepherd thinks... However, he is being fooled. In reality, it's not Alyx who is talking to him, but Doctor Breen, and his is disguising himself as alyx... Shepherd fights his way through City 14, which is infested with Xen Aliens, Combine, and Race-X Aliens...  He makes it to the ruins of Black Mesa and fights through the surface tension inspired outdoor areas till he reaches the enterance to the one remaining area of he black mesa labs that is still fully operational.  Once he gets far enough into Black Mesa he discovers Eli, who warns him not to trust the communications coming from the Fake Alyx/breen... Once he gets to the secret weapons testing facility, Breen Commands him to Blow up Black Mesa, Killing Eli in the Process... He acknowledges Breen as his Superior and proceeds to try to do that, but Eli tries to stop him. He aims a gun at Eli's Head, but Eli Jumps in the air, and the bullet hits his leg, causing his injury you see in HL2. He tries to nuke the Lab but this time the Real Alyx Vance knocks him unconscious.  He wakes up a few minutes later and has to make it to the communications center to tell Breen about his failure.  That's where the mod ends...

This mod takes half-life in a daring new directions, Slaughtermap infested Twitch shooter mechanics replace the puzzle solving of the half-life games... Since it's levels are made with my tweaked oblige called Randoom, there was no way to add puzzles. So I added in hordes of enemies to compensate. You fight Huge hordes of tough enemies in this. Expect 10-15 Alien Grunts/Shocktroopers/Voltigores/etc per fight at times.  It really Makes Half-life a completely different game.

Randoom's new features shine here quite nicely. I used the dynamic lighting and ambient sounds features to really enhance the game. Slopes added in really show off the zdoom features. This makes Doom engine's graphics look just as good as the source engine at times, especially with Gzdoom's Bloom feature turned on.  The architecture is a lot worse, but the graphic quality is just as good, provided you are in a room with a lot of dynamic lighting.....

Enemies from HL1 and Hl2 are in this, minus Hunters and a few others... Some of the enemies had to be rescaled to make them fit in the maps. Gunships are now way smaller, so are striders.  Every other enemy is mostly the same, but a few attacks were changed...

 One difference this has over half-life games is that it has a new palette of guns to use, with secondary fires added to them by me. Old guns like the crowbar are gone in this, replaced by a combat knife in this case. People expecting guns from HL or Opfor will be disappointed. Very few of them return. Instead you get tons of new guns to play around with including:

Combat Knife
Glock 18 (Full Auto Secondary fire)
Revolver (Full Auto secondary fire)
Assault Rifle (Armor piercing round secondary fire)
Light Machinegun (Armor Piercing round secondary fire)
Automatic Shotgun (Quad shotgun secondary fire)
Cryo Crossbow (Triple Round Burst Secondary Fire)
Gas Grenade Launcher (Triple round burst secondary fire)
Spas-12 Shotgun (Tripe round burst Secondary Fire)
Sniper Rifle (Zoom Secondary Fire)
Grenade Launcher (Triple round burst secondary fire)
Ammo Satchels...
Hand Grenades
Channeler (A gun that shoots a powerful energy Beam)


I don't know if I will release this. Don't want valve or Gearbox getting pissed at me. But here are some screenshots of what it's like....







More info on this project soon....

Monday, March 5, 2018

Announcing my upcoming TC for Gzdoom, TUC!

TUC! It's an old idea by me. A crossover between the universes of Duke3d, Shadow Warrior, and Blood. I attempted to make a TC with this name for Duke3d but failed... So I decided to redo it in the gzdoom engine. My first attempt to remake the original TC had badly designed randomly generated maps and was frustrating beyond belief.  This new version is much better.. It uses Randoom 10.0 to make it's maps, complete with 10.0's use of sloped floors, dynamic lighting and ambient sounds..

Making this TC was not easy. It took me 10+ hours today. I spent several hours piecing it together. In order for me to get the enemy sprites and coding, I had to base this on another Mod which I won't name. Due to that you may not see a release of this yet.  I took that mod, edited it's files a LOT to remove 90% of the stuff in it minus the sound files and SNDINFO and Sprites.  Put It's decorate coding for the enemies in a seperate file and started to work on a scripting library that would do one liners for the mod. I imported one liners from Duke3d, Shadow Warrior and Blood before I did any of the above and made a script that played a random one liner once you kill a certain amount of enemies
I made that script check your player class and play the right one liners for that class. I was going under the assumption that you would be able to play as Duke Nukem, Lo Wang or Caleb.

Getting the playerclasses working right was a bitch. No matter what I tried, I could not make a playerclass selecting screen show up in Gzdoom 3.0.1+... So This mod Will require Gzdoom 2.1.1 or earleir to play.  I have it in a seperate folder due to that. I could not get the player classes to work. I kept on trying various things to fix this but it never worked in newer gzdooms, thanks to the Author of Gzdoom "Depreciating" keyconf playerclass definitions, a stupid, stupid move! You wish that source port authors would understand the meaning of backwards compatibility but he does not..


As for things from the games this mod is based on, you get to find weapons from all three games and some new ones as well... All three playerclasses can use all of the weapons, making it interesting, to say the least. It was frankly, very difficult to make it so each playerclass can only use his guns. So I went with this system where all guns are available to all classes minus starting weapons, which are unique. Thanks to the tons of Duke3d/Shadow Warrior/Blood Recreations on the Realm667 armory I was able to import the following guns into TUC...

Duke3d Shotgun
Duke3d RPG
Duke3d Pipebombs
Duke3d Devastator
Shadow Warrior Rocket Launcher
Shadow Warrior Uzi
Blood Flaregun (only caleb can use this)
Blood Sawed off
Blood Tommygun
Blood Napalm launcher
Blood Tesla Cannon

I also recreated the duke3d freezer and the Shadow Warrior Riot gun and railgun using other realm667 weapons. 

As for new guns, Duke starts with a powerful silenced pistol that has a secondary fire (most guns have secondary fires in this). The secondary fires are very powerful. Some make certain guns VERY OP...  The Duke64 SMG's secondary, for instance shoots armor piercing bullets which turn it into a gun that fires shotgun strength shots rapid fire. The RPG from Duke3d shoots several Rockets per Shot for it's secondary fire. The Nuclear Missile Launcher's secondary is SO OP that it can easily kill you! It shoots Nuclear missiles Rapid Fire! I'm not joking..... How's that for putting the Nukem in Duke3d?!

For enemies, almost every single enemy from all three games is in this. Some have slightly different sounds or attacks. For instance the protector drones do not shoot shrink rays anymore. Shrinking enemies is not possible in zdoom engine mods. So you won't see a shrinker in this at all.  New varients of enemies are included, including Hyperblaster and laser rifle shooting enforcers, Blue Protector Drones, Red Coolie Ghosts and more.


The levels were generated with randoom... I did three episodes, which have 2 sections, minus the second episode. Episode 1, for instance, takes place in LA and uses duke3d textures. Part 2 of that is in a military base, while part 1 is in the city. Episode 2 is in military bases in Tokyo, and uses shadow warrior textures. Episode 3 is based off of blood textures and has a city and hi-tech half.

 The enemy count in this mod is insane. I fought several hundred enemies in many levels, and had to use my wits because limited health pickups.  It was a blast. I don't know yet whether this will come out or not but keep checking this blog if you are interested in this. I will update you on this mod later on.


Screenshots:









Sunday, March 4, 2018

Announcing Heretic Revealed, The VERY FIRST Heretic Slaughtermap Megawad.

Now that Randoom has been updated, to allow it to generate maps with Zdoom/Gzdoom features, it's time to re-define what a Doom Slaughtermap should be. Before now slaughtermaps were mostly non-zdoom maps. In fact, I can't think of a single good zdoom slaughtermap.  Time to change that. It's also time for slaughtermaps to eclipse doom and move on to other games...  Due to that, I have started a new project.... A Heretic Gzdoom Slaughtermap wad. That's right, a HERETIC Slaughtermap wad!

Entitled Heretic Revealed, this is what happens when you try to put hell revealed like gameplay in heretic.  The gameplay features tons of enemies, hundreds of them per level.. Not so much in episode 1 but definitely in later episodes. Also there are less usages of hordes of minibosses in this, due to the fact that minibosses are rare in heretic...  But there are hordes..

Being a Randoom Generated project, this wad makes use of zdoom features like slopes, dynamic lighting and ambient sounds.  I recently updated randoom to allow me to make maps with these features for heretic.  The wad includes the neccisary Gldefs and sndinfo lumps to allow for ambient sounds and dynamic lighting effects...

As you can see from the below screenshots, the lighting in this thing is amazing...













And here is an editor shot of a map showing off just how insane this will be... LOL...



Due to the fact that indoor areas get lit by dynamic lighting only in this wad, Gzdoom will be required  to play this. I plan to make more wads like this. Due to the lighting effects I used in Randoom 10.0, I had to lower the lighting a lot and it is barely visible in Zdoom. This will require gzdoom and so will all my future projects...


This will be the very first slaughtermap wad for heretic people. Keep that in mind. No one has attempted what I did today. It is a first for Heretic and a first for gaming. An attempt to make slaughtermaps transcend doom, and to do it with some zdoom sensibilities as well..
The Project should be released sometime before april 2018.


Improved Doom Gzdoom Doom 2 Mod now ready to be downloaded...

Improved Doom is a Doom 2 Mod I've been working on for a few months... It is a Mod that is designed to be a rebalance/rpg/random spawning mod. It randomly replaces enemies with harder ones, gives you new guns and items, adds rpg elements, and re balances the game for slaughtermaps. This is the first Doom mod designed to be played in Slaughtermaps that I have seen... I have been looking for a Random Spawning/RPG mod that works well with slaughtermaps and haven't found one yet... That's why I made this.


As you kill enemies, you level up and you can get three things from levelups in improved doom.

-Credits which you can use to buy items or upgrades
-You get cyborg powers unlocked (see below)
-and you can get bonus items or weapons as prize for leveling up.

There are 4 new keys you should bind before playing this, the keys for selecting items to buy and buying selected items are important, so are the keys for selecting a cyborg power to use and the key for using the selected cyborg power.  I set them to F1-F4 on my system... There is also a flashlight included in the mod, bind that in the controls and you can use that to see in the dark in dark levels.

You can buy weapons and upgrades... Each costs a certain amount of credits.. Any gun is available in the shop and certain powerups like berserk packs and megaspheres are also available. But  the real strength of the buying system is the upgrades you can buy..

There are 2 kinds of upgrades:
Stat upgrades - Allows you to upgrade max health and armor, movement speed, and damage resistance.
Cyborg Power Upgrades - Allows you to upgrade your cyborg powers.

Cyborg Powers are important.. They allow you to survive in tougher maps.

Here is a list of cyborg powers...

Cybernetic Movement Boost - Boost your movement speed temporarily
Cybernetic Heal - Heals you
Cyborg Shield - Allows you to become invincible for a short time.
Cybernetic Flight - Allows you to fly around.
Cybernetic Health Regen - Allows you to regenerate your health.
Cybernetic Weapon Firerate Increase - Increases the fire rates of most of your guns for a short time.
Cybernetic Weapon Damage Increase - Makes your weapons do more damage for a short time.
Cybernetic Time Freeze - Freezes time for a short while.

Use these wisely. There is a 30 second cooldown period after you use a cyborg power, preventing you from spamming them unfairly.

The mod features tons of new enemies, including:

-Enemies from the beastiary
-Enemies from Doom 64
-Enemies from Various old megawads recreated by me
-Totally new enemies made by me.

-It also features a lot of new guns. Some are very overpowered in this.


Rebalancing...
--------------------

Improved Doom was designed to be played in insanely hard maps like Hell Revealed or worse. Due to that it had to be balanced for those kinds of maps.

The following things were altered to balance the game better.

-Enemies have less health than normal
-Enemies do less damage than normal
-Enemy count is seperately selectable in skill settings from enemy damage
-Most original doom weapons were altered to fire faster.
-More ammo available for the player than normal.
-No More stimpacks! Instead they get replaced by medikits and medikits get replaced by
portable medikits you can use later.

By Default the batch files for this mod load ambience.wad that is needed to play randoom 10.0 generated maps... That is a plus.. But if you are loading from a command line and want to play a randoom map in improved doom,  don't forget to load the ambience.wad like this:

gzdoom -file id.pk3 ambience.wad <your wad>.wad




Here is a download link for the mod... Unzip this to your doom folder (gzdoom  required - the batch files expect gzdoom 3.0.1 or higher to be loaded, the thing breaks in zdoom and I can't fix it easily - bit it works in gzdoom 3.0.1 or better)

Bugs:

-A crash prevents this from running in Zdoom. This crash was a bug put in by the code of an unused weapon on the beastiary that apparently won't work in zdoom.  I could remove it but it's a pain to do so.

-Unknown script errors happen every time you start a level. It's a bug caused by a scripting library feature that I have no source ACS code for (due to a file deletion accident), so I can't fix it. Don't worry, this effects the mod in no harmful way...




Saturday, March 3, 2018

New Randoom version 10.0 Made, with tons of new features...

Randoom, my modified version of Oblige is now the only Random Map Generator that is worth it for Doom that is still online... Thanks to sourceforge deleting the oblige site, you can't download that anymore.... So I made a new randoom and added features to it I thought Doom Needed from randomly generated maps.

-Slopes (a lot of slopes in high-tech levels, and arches in Urban/Hellish levels as well)
-Darker Lighting
-light sources in levels (high-tech only for now)
-Doors that are partially opened but broken and need to be ducked under to get through them...


These ideas were inspired by ideas from another modified oblige which is coming out soon called Octothorp station.. I decided to alter stock oblige 7.70 prefabs to implement some of the ideas in that modded oblige. I really liked  the darker lighting, the slopes and the doors that needed to be ducked under to proceed...So I added them into randoom. Randoom now requires Zdoom to play... You can't beat the maps outside of zdoom now thanks to the duck doors and the slopes...

 I was waiting, for the last few days for Octothorp station to come out. When It didn't come out today I decided to make a new oblige with these features rather than wait any longer... Plus octothorp station requires a specific mod to play that adds ambient sounds, new textures and dynamic lighting... It may be incompatible with other mods, which is bad. The author of that addon said he tested popular mods with it, but I don't like the popular mods much so I needed an alternative. Randoom 10.0 is compatible with any mod so that improves that. And It doesn't require a mod to play either... Uses default textures so that is not an issue for me...

Since the initial version of randoom 10.0 I decided to add support for Zdoom Ambient Sounds and Gzdoom Dynamic Lighting into the maps it generates. Due to this it now requires gzdoom to play. (I think... I can't test this, I don't have zdoom on my PC just Gzdoom).  It generates maps with prefabs that have been altered to include ambient sounds and new light sources made with a gldefs inside an optional wad. To play these maps and enjoy these new features, you must load a seperate wad (ambience.wad) before the wad it generates in gzdoom by typing gzdoom -file ambience.wad <whatever>.wad to play your wad... (Just substitute <whatever> for your level)... I tried to get this wad joined in to any wad this map generator makes but couldn't do that...



Here are some screenshots:






















Download Link for Randoom 10.0... is here Unzip all the files and the folder to your doom 2 folder and run randoom.bat to run it... Set Gzdoom lighting (if possible) to bright or else certain areas will be pitch black before playing... Make sure to load the ambience.wad before the levels this creates to get the ambient sounds and dynamic lighting!



EDIT : I just Added support for Ambient Sounds, Dynamic Lighting and Slopes in heretic maps. For you to see the dynamic lighting and ambient sounds to work you need to load the enclosed ambhtic.wad in heretic before the wads you generate....